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  #1  
Old 08-22-2006, 04:43 AM
hayward6
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And yes I know (npcid) isn't going to work... I stuck them in there as fillers

I think I figured out the money thing.

Last edited by hayward6; 08-22-2006 at 01:18 PM..
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  #2  
Old 08-23-2006, 07:47 AM
John Adams
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Just guessing here, but I do not see a quest::spawn() where you can set the NPC attribs like the #spawn2 command in-game. It's likely you'd have to use the existing Pet data to spawn a helper around the players level? That could result in a large script, but I think you can test the player $level or something and spawn the pet that is closest.

Or, re-write one of the quest::spawn commands to accept level, stats, size attribs.

Let me know when you have that done. ~snicker~ j/k - I'll take a look, too, soon as this project @ work is done kicking my ass.
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  #3  
Old 08-23-2006, 11:55 PM
hayward6
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Here's another question...

At what point is the pearl file accessed for quest data? Is it read for the entire game when the server is brought up, or is it read when the zone boots up?

I ask this because I want to be able to make small changes to the script so I can adjust this quest as needed, and right now I find that all editing to a pearl file while in the zone makes no difference at all. Even when I repop the zone it stays the way it was. Do I have to bring the server down between each and every edit if I want to check it?

Also I have put the quest I posted on a random npc in the Plane of Knowledge and he wont respond to a hail or money given. I have some changes to make I think.
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  #4  
Old 08-24-2006, 02:26 AM
John Adams
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Modify your .pl file, and in-game, type #reloadpl (or an assortment of other reload commands that seem to do the same thing). That's how I am tuning PL files. Soon as I get one that actually does what I want, I plan on posting a set of updates. My problem is, I need additional quest script functionality, and I fear that may require writing the matching CPP code, and I am just not up to speed enough on that yet.
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  #5  
Old 08-24-2006, 03:01 AM
Angelox
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Quote:
Originally Posted by John Adams
Modify your .pl file, and in-game, type #reloadpl (or an assortment of other reload commands that seem to do the same thing). That's how I am tuning PL files. Soon as I get one that actually does what I want, I plan on posting a set of updates. My problem is, I need additional quest script functionality, and I fear that may require writing the matching CPP code, and I am just not up to speed enough on that yet.
I'm glad you posted this - I've been re-loading the zone for fine tune. Leave it to me, and I'll always choose the longest route.
I can test them in my linux shell, and it will tell me if it's going to work at all (before I load them in the server).
Im the "backwords" guy here; I have my EQEMU server in XP (which is stripped of just about everything but the server and it's needs, for better perfomance), and my client is with Linux and Cedega. I started up a windows machine just so I could run the win binaries updates posted instead of compile under Linux.
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  #6  
Old 08-24-2006, 11:48 AM
hayward6
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Well I worked out all the talking... but for the life of me I cant get the person to react at all to any type of money even using the script taken directly from the guide. Has something changed?
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  #7  
Old 08-24-2006, 12:11 PM
hayward6
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It's quite possible that this quest will be the death of me... here's what I have so far, it works all the way up untill time to turn in money. the npc im placing this on simply will not respond to money turnins... yes I know the pet summon wont work anyways, but he should at least be saying his responce phrase to the money right? any help would be appreciated.

Code:
#Hired Hand's Quest

sub EVENT_SAY { 
if($text=~/Hail/i){
    quest::emote("Looks around carefully");
    quest::pause(2);
    quest::say("Hail. $name!  I had to be sure you were alone, this type of (buisness) is not always accepted among the people here.");
}
if($text=~/buisness/i)
  {
    quest::say("What! you don't know of my trade? Have you not heard of the Freeport Hired Hands? Oh come now, don't tell me you haven't come to hire an (Adventurer) from me.");
  }
  if($text=~/adventurer/i)
  {
    quest::say("Yes, an adventurer! I have some of the finest (cleric's), (Warrior's) and (Wizard's) Norrath has ever seen. If hired they will fight at your side for the day.");
  }
  if($text=~/cleric's/i)
  {
    quest::say("Yes the cleric's I have are very experienced and will help to keep you alive in combat. Trade me 2 Gold for the services of a Cleric for one day.");
  }
  if($text=~/warrior's/i)
  {
    quest::say("Yes the Warrior's I have are very experienced in battle and will protect you well. Trade me 4 Gold for the services of a Warrior for one day.");
  }
  if($text=~/Wizard's/i)
  {
    quest::say("Yes, the Wizard's I have are very experienced in battle and will assist you well. Trade me 6 Gold for the services of a Warrior for one day.");
  }
}




sub EVENT_ITEM
{
if($copper == 2){
    quest::say("Thank you, this Cleric is among my finest and, will serve you well.");
    quest::givepet(npcid);}
}
sub EVENT_ITEM
{
if($copper == 4){
    quest::say("Thank you, this Warrior is among my finest and, will serve you well.");
    quest::givepet(npcid);}
}
sub EVENT_ITEM
{
if($copper == 6){
    quest::say("Thank you, this Wizard is among my finest and, will serve you well.");
    quest::givepet(npcid);
  }
}
#END (Quest writing Sucks!)

Last edited by hayward6; 08-24-2006 at 08:13 PM..
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  #8  
Old 08-24-2006, 12:15 PM
Aramid
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Join Date: May 2006
Posts: 356
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If it's like your sample above, you have Multiple Sub EVENT_ITEM's. You should only have one

Code:
sub EVENT_ITEM
{
	#Cleric
	if($gold==2){
		quest::say("Thank you, this Cleric is among my finest and, will serve you well."); 
		quest::givepet(npcid);
}
        #Warrior
	elsif($gold==4){
		quest::say("Thank you, this Warrior is among my finest and, will serve you well."); 
		quest::givepet(npcid);
}

        #Wizard
	elsif($gold==6){
		quest::say("Thank you, this Wizard is among my finest and, will serve you well."); 
		quest::givepet(npcid);
}
}
#end of quest
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